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Messages - Juku121

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1
Well, it adds the 'move to hands' cost. So in a sense, yes.

Does some mod actually not do that?

2
But Cavemen aren't random civilians, hi-tech or even modern tech isn't their vibe. Dinosaur riding is where it's at.

3
OXCE Bugs / Re: [Bug] Slow fire shooting and doors animation
« on: April 30, 2024, 08:00:52 pm »
Uh, if you think these speeds are the same, you need to get your vision checked. The OG is significantly sped up (DOSBox?), while OXC is not, including all the doors. Just watch the yellow arrows.

4
The X-Com Files / Re: [submod]Submod list for XCF
« on: April 30, 2024, 07:54:49 pm »
I can see the trajectories just fine. Does remind me why I only tried this once - the trajectories are very samey and I get more of a kick out of regular projectiles. Also, added to the list.


I don't really get what Alex's other problem is, something about the savescumming option no longer working?

5
The X-Com Files / Re: [submod] X-Com Files: More UFOs (1.0.0)
« on: April 30, 2024, 07:44:03 pm »
Added to the list. As far as the language bits go, "excersised" is the only thing that really caught my eye. The rest seem a bit bland, but serviceable.

6
XPiratez / Re: rss sprites, the legend continues
« on: April 30, 2024, 07:27:53 pm »
If I can imagine the BM SMG to be a roller-delayed-blowback-operated, closed-bolt action SMG with roughly the MP5 form factor and firing 10mm, the difference between that and an actual MP5/10 or MP5 clone is small enough that you could just call it a BM MP5 and be done with it. It's like trying to say an AK-101 isn't a touched-up AK-74 because it has a black composite body/plastic furniture and and fires a somewhat more energetic round.

And there seems to be a contention that the BM SMG is not an MP5 in disguise, as far as I can tell.

7
XPiratez / Re: rss sprites, the legend continues
« on: April 29, 2024, 09:18:06 pm »
No, not the mechanical difference of how the Blackmarch SMG came to be different from the MP-5. The mechanical difference between the two guns. I imagine it doesn't use the roller-delayed blowback, since that is fairly uncommon outside G3-related firearms. Don't know about modularity nor closed-bolt action in the BM SMG.

8
XPiratez / Re: rss sprites, the legend continues
« on: April 29, 2024, 07:41:11 pm »
Fair enough. I was looking for a more mechanical explanation, but this is a visual design thread, after all.

9
XPiratez / Re: rss sprites, the legend continues
« on: April 29, 2024, 03:02:53 am »
I can only read what you actually write. You said it looks similar, but has a different round. This is exactly like the MP5/10.

10
OXCE Suggestions NEW / Re: Updated: New saving features
« on: April 29, 2024, 02:55:43 am »
OpenXcom already has more saving options than any other game I can think of...

...save, quicksave, autosave, ironman, frequency, slots, autoload, etc.
I don't think this is quite fair. Lots of games have the whole array of save, quicksave, autosave (sometimes multiple slots for each, unlike OXC), "continue" and some sort of autosave frequency setting. A few that quickly come to mind are the Owlcatfinder games and anything Ren'Py (that one has notably more options than OXC, even if these are not player-facing), and most I've played have the full array minus multiple auto/quicksaves, perhaps no ironman.


Personally, I don't see the point of an involved extra save system. But for those who do, Delian's suggestion seems reasonable enough, is in line with many mainstream (and non-mainstream) games, and would IMO serve as a close enough approximation of the original proposal.

11
OXCE Suggestions NEW / Re: New save mode with disabled manual save
« on: April 27, 2024, 06:12:42 pm »
As I said, I don't think this is distinct enough from Ironman, nor does it address the 'debug save' issue. Saving once per day is even closer to ironman than the previous idea. But ultimately it's not me who you have to convince.


The problem with auto-saves only is that the player (deliberately) has little control over when to save, so these are still quite hard to use for debugging. It's not so much about keeping a hundred saves, but rather being able to save when necessary, and without worry that the game will overwrite that save.


Also, TIL who to blame for the annoying only-auto-names-for-my-saves 'feature' in some modern games. >:(

For me, ESC-click-click-type2-or-3-numbers-click isn't particularly taxing, and saves without description are annoyingly hard to sift through in the case I actually do want to reload to a certain point. But I see no big problem with auto-naming the save after e.g. the in-game date. Make a separate feature suggestion topic and I'm sure the developers will listen, or at least explain why it's a bad idea. I imagine the current state of affairs is so because OXC was a more or less faithful recreation of the original, with some bugfixes, blackjack and hookers added later on. And none of the people who play these old games are particularly bothered by naming their saves, since this is what we've done all our lives.

Multi-slot auto-save seems to be Battlescape only, sadly. I play with autosave off, since it consumes not entirely trivial amounts of time, so initially thought multiple slots covered both Geo- and Battlescape. :-[ Frequency is only for Battlescape.

Unlimited one-keypress save/load is quicksave. Again, I think your needs would be realistically covered by quicksave and a larger amount of Geoscape autosaves rather than anything more complicated.


After playing a whole lot of OXCE, with some big mods, I don't think redoing a week is much of a difference in meaningful paths taken in any but the most pivotal of moments. I'd rather see what the next week has to offer than replay the last one. The mods are long enough as they are.

OXC ironman (and ironman in general) is not popular for its lack of freedom, but rather for the permanence of the decisions. Which means each choice is weighed much more carefully, and in X-Com in particular that there are fewer superheroes and more casualties. The lack of viability/freedom is more of a side effect.



As Meridian (one of the OXCE devs) said, "...everything is possible... the question is if you can do it and if it is worth it". I am not an OXCE developer, just a nosy forumite. But broadly agree with the statement, and even if I didn't, successful forks of OXC(E) are few and far between. If OXCE devs don't bite, you can try asking Xilmi. But nothing is ever guaranteed.

12
OXCE Suggestions NEW / Re: New save mode with disabled manual save
« on: April 27, 2024, 03:07:19 pm »
If what you're after is that close to 'hard' ironman, what exactly is the point of even having it, then?

As to 'inconvenient and unnatural', speak for yourself. Saving a game/ongoing work/other info is as natural to me as e.g. searching the web.

And the point here was that if the saves are fully automatic, they are almost exactly as bad as a single ironman save wrt bughunting. Your once-a-week save days later is not particularly more useful for debugging than a single ironman save. If you even remember to take and store that save afterwards.

One-button saves exist, press F5.


Basically, you can already have most of what you're proposing by playing with a larger number of auto-saves and foregoing manual saving entirely. This seems to be what you're after, isn't it?


Given the choice of replaying a busy week in-game, or living with some moderate catastrophe (like losing a new base, or somesuch), it's not clear the catastrophe loses. Mods like Piratez have a ton of management going on, not to mention big swings in what the RNG gods give you.

From what I've seen, people tend to pick a path/captain/codex and follow it even after reloading, and the big choices aren't nearly as frequent as to be weekly, so it's not really that these bronzeman autosaves would offer much in terms of additional replayability. IMO, a save at the exact point of decision is much more convenient and tempting than having to play half a week to get to that point.

13
OXCE Suggestions NEW / Re: New save mode with disabled manual save
« on: April 27, 2024, 12:56:37 pm »
I am personally a hardcore savescummer, but...

10 autosaves doesn't really seem like a particularly better idea, since the game automatically decides when to save for you. I've ended up with 10 autosaves clustered around the same particular moment in other games. Your 10 days' worth of auto-save grace could all be beyond the tipping point, like the aliens/whoever having launced an infiltration of your biggest sponsor. Or there are three incoming terrors that you can't handle at the same time, while being on your second month of negative score. Etc.


And the 'no debug saves' issue is real, whatever you may think about it being 'normal'. I've lost count of how many times someone comes in (not only here; on other projects, too, including some of my own), says 'this kinda looks buggy' and when questioned can't come up with any details and says that they either overwrote the save or that they only have (much more recent) autosaves. It's a real pain to debug things this way.


I think a sort of interesting 'soft' ironman could be achieved via something like the system the old tactical game Spellcross used - you had 10 save slots, and could save into each only once through quite large battle maps. Give players a limited number of a 'save resource', like once per week, or once per tactical battle, that could stack up to, say, 10 Geoscape and 3 Battlescape saves.


Piratez being longer doesn't really make 10 days of lost game time better. If anything, it's worse because of the sheer volume of things that happen and stuff that has to be managed. Psavola also plays various megamods, like XCF, which - while not quite as massive - are generally in the same ballpark.

14
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: April 25, 2024, 04:53:14 pm »
I haven't really played around with the globe much, but just changing the countries' funding and areas shouldn't affect much beyond local score and council income, so you should be reasonably safe.

Playing with regions and terrains, on the other hand...


I don't really recommend pooling so many countries into one block, since if the aliens infiltrate that (and the increased area also increases infiltration chances), the player's financials get a rather rude cut.


The date is just cosmetic.


If you had a million MiB bases, these could have eaten your score by themselves. The other stuff indicates you did things without really understanding what exactly you were doing. :)

I don't think there's a magic method for even an experienced modder to assure you nothing will ever go wrong based on just one part of the changes. This is a complex game, and even ten lines of code can sometimes produce surprising results.

15
The X-Com Files / Re: The X-Com Files - 3.3: Mysteries Ancient And New
« on: April 24, 2024, 09:37:12 pm »
Since this missions has 'finalDestination: true', it's triggered by you having a 'spacecraft: true' craft (the Avenger) and pressing the relevant 'go to endgame' button. Edit: And having the 'unlockFinalMission: true' research, i.e. Cydonia or Bust.

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